Starfinder Adventure Path #10: The Diaspora Strain (Signal of Screams 1 of 3)

4.50/5 (based on 2 ratings)
Starfinder Adventure Path #10: The Diaspora Strain (Signal of Screams 1 of 3)
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Elysium is a Lie

A vacation at a luxury resort located on an asteroid goes horribly wrong as the facilities malfunction and the guests and staff turn violent. The heroes must protect themselves, aid others who have remained rational. and hopefully find a way to stop the growing delirium, even if it means going through guests who have been transformed into hideous abominations! But what will the heroes do when they realize the same condition has begun affecting their own minds?

This volume of Starfinder Adventure Path begins the Signal of Screams Adventure Path and includes:

  • "The Diaspora Strain," a Starfinder adventure for 7th-level characters, by Chris S. Sims.
  • Corruptions that grant powerful abilities while eating away at a character's soul, by Jason Keeley.
  • Advice for running horror campaigns in Starfinder, as well as horror-themed feats, spells, and a new theme, by Epidiah Ravachol.
  • An archive of alien terrors, including an ooze from the far depths of space and a fearsome acid-spitting arthropod, by Stephen Glicker, Chris S. Sims, and James L. Sutter.
  • Statistics and deck plans for a sleek security vessel, by Chris S. Sims, plus a glimpse at a beautiful but haunted planet, by Owen K.C. Stephens.

ISBN-13: 978-1-64078-095-8

The Signal of Screams Adventure Path is sanctioned for use in Starfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.2 MB PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Starfinder Adventures Subscription.

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Average product rating:

4.50/5 (based on 2 ratings)

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This AP will kill you. This AP WILL..KILL YOU.

4/5

This is a difficult AP to grade because the first half of it is basically just faffing about -- so it can either be skipped or engaged in as in-depth as you want.

I have to say: I tossed the Harrowing system. Because this AP takes place over a period of nearly 3 weeks it felt like way too many dice rolls - like a perpetual poison/disease you just can't shake no matter how hard you try. Instead I inflicted the party with nasty dreams out of Hellraiser or Friday the 13th. It's too much book-keeping and while I appreciate the attempt to make some alignment based complications it just missed the mark.

The second half of it though WILL KILL YOU if you weren't prepared. It's like Earthbound when the lights go out in the department store -- there's nowhere to really relax/reload without risk, and some of these encounters can be unforgiving. And it can sneak up on you if you're not careful -- I would strongly advise having a mid-range period where party members can panic-buy survival equipment because once things go down it's just Hellraiser from then on.


Space TERROR!

5/5

For me this was an incredible opening book.

I have played a lot of White Wolf Vampire, and more recently, a lot of PFS and now SFS... and this was a sort of blend of both.
Very creepy, very dark, very scary... and this is now probably my favorite PC (the one I am playing in this AP) because the hardship, scars, and deterioration he is going through make him unique and sad.

A very well written and set up story.
Quite a lot of liberty, and we try and try and try... but, alas, cannot save all those we want!

Was GREAT!


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Marco Massoudi wrote:

Can somebody tell me something about the starship & planet?

Thank you!

The ship is a tier 5 explorer. It doesn’t have a drift drive and has a flak thrower turret with a single big gun mounted in the front arc (so wouldn’t fare well against a typical PC ship, imo). I quite like the potential in the floor plan - kind of a doughnut ring design with one corridor in a circle with standalone rooms on the outside and a bunch in the middle with interconnections. In battle, I think you’d need a few of them to be a threat in space combat, but I could imagine a time-limited, snatch-and-grab mission (knock this ship out quickly, then board and rescue the prisoner/macguffin from the brig before reinforcements arrive kind of thing).

The codes of worlds planet is a world of mystery. No stars visible from its system, located in the vast, attempts at research bases/settlements disappear without a trace. Various theories abound from planar shenanigans to haunting to fey.

Dark Archive

Pathfinder Battles Case Subscriber; Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Will there be a one file per chapter download?

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